design competition - a new set of wheel/s
- Phytotron
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Re: design competition - a new set of wheel/s
By the way, I wasn't endorsing any particular model, just using those as examples. I could've used something like Sark's Ship as a really extreme example!
That said, I do kinda like the one on the previous page that Lack linked to; the slimness is attractive from a practical perspective. But, again, the question is at what point will it pivot? (I don't see an actual model posted anywhere; did I miss it?)
That said, I do kinda like the one on the previous page that Lack linked to; the slimness is attractive from a practical perspective. But, again, the question is at what point will it pivot? (I don't see an actual model posted anywhere; did I miss it?)
Re: design competition - a new set of wheel/s
Oops. I guess not everyone uses the .rar format.
@2020... Scaled Edd v3 cycle.
And... The Edd scaled low poly posted earlier.
@Phytotron... Looks like they pivot at the same point as the original movie pack cycle.
@2020... Scaled Edd v3 cycle.
And... The Edd scaled low poly posted earlier.
@Phytotron... Looks like they pivot at the same point as the original movie pack cycle.
- Attachments
-
- Edd scaled low poly cycle.zip
- Edd low poly scaled
- (63.77 KiB) Downloaded 282 times
-
- cycle.zip
- Edd v3 scaled
- (65.81 KiB) Downloaded 298 times
"Music can name the unnameable and communicate the unknowable."
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~Leonard Bernstein
- Phytotron
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Re: design competition - a new set of wheel/s
Ah, ok, I didn't try the one 2020 posted since it didn't have a bike.png attached. But then neither does your scaled version, so I just used the same one as with the low-poly cycle.
Anyway, yes, both are much better scaled down, and the pivot point does seem to be about the same spot as the default moviepack lightcycle: As for the V3, looking at the pics 2020 posted, it kinda looked like the front end was slimmer than the actual model ended up being. If it were up to me, I think slimming and squaring it off a bit would be beneficial, but obviously that would be changing the design. Only "problem" with the downscaled version is where the trace begins, inside the back wheel instead of ahead or behind it, but I don't know that it matters much (one option would be to make it solid).
There's one other consideration I neglected to mention: The default textures cycle should be very low-poly (lower than edd's low-poly). I think the basic textures set should be seen as a low-res/higher-framerate alternative to the moviepack. Putting in a cycle model that'll drag down framerate would defeat that purpose. So then, to my mind, the V3 as-is wouldn't work.
(By the way, your scaled-down version is twice as large as the one 2020 posted.)
I suggest something really basic, maybe even reminiscent of 8-bit graphics.
Anyway, yes, both are much better scaled down, and the pivot point does seem to be about the same spot as the default moviepack lightcycle: As for the V3, looking at the pics 2020 posted, it kinda looked like the front end was slimmer than the actual model ended up being. If it were up to me, I think slimming and squaring it off a bit would be beneficial, but obviously that would be changing the design. Only "problem" with the downscaled version is where the trace begins, inside the back wheel instead of ahead or behind it, but I don't know that it matters much (one option would be to make it solid).
There's one other consideration I neglected to mention: The default textures cycle should be very low-poly (lower than edd's low-poly). I think the basic textures set should be seen as a low-res/higher-framerate alternative to the moviepack. Putting in a cycle model that'll drag down framerate would defeat that purpose. So then, to my mind, the V3 as-is wouldn't work.
(By the way, your scaled-down version is twice as large as the one 2020 posted.)
I suggest something really basic, maybe even reminiscent of 8-bit graphics.
Re: design competition - a new set of wheel/s
Twice as large? Hmmm... I downloaded the attachment I posted and tested it. Works fine for me.
"Music can name the unnameable and communicate the unknowable."
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- Phytotron
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Re: design competition - a new set of wheel/s
In terms of KB, in both cases your scaled down version is twice as large, at least according to me Finder. ::shrug::
Re: design competition - a new set of wheel/s
Oh... yeah, I noticed that, too. I have no idea why. Maybe it has something to do with the import/export scripts I have for Blender? My only guess.
"Music can name the unnameable and communicate the unknowable."
~Leonard Bernstein
~Leonard Bernstein
Re: design competition - a new set of wheel/s
how does one use the .ASE model? where to put it.
Re: design competition - a new set of wheel/s
It can go in two places. You probably know about custom models in the moviepack folder that get loaded when you use the alternate textures. But maybe you didn't know you can place an .ASE file right in the folder named "models" in your Arma directory. However, you need to remove the default model for the .ASE to load (I have a sub-folder named "bypass" I use to hold the default model when not in use).Concord wrote:how does one use the .ASE model? where to put it.
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Re: design competition - a new set of wheel/s
I got reminded of this because sine warned pre about not using the standard textures because it would give people a bad suprise. (and since the .ase model is available now..)Lackadaisical wrote:*bump*
So whatever happened with this? I thought edd's 'normal' cycle looked really nice. Any chance it could become the standard cycle the game ships with? Could look really slick with pikes walls for example.
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Back (in the sig) by popular demand: Lack draws
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Re: design competition - a new set of wheel/s
I know it's been a while since anyone posted in this thread, but I decided to enter the competition! (unless it has already ended...) Since this is my first pose in this forum I'd also like to say hi... Hi... And now that we got that out of the way, here's my design!
Re: design competition - a new set of wheel/s
That's actually quite nice.
Re: design competition - a new set of wheel/s
Thank you! That means a lot since it's actually my first real 3D model and the first time I've EVER tried making a scene with lights and what-not. I learned tons while doing this though, like what smoothing groups are good for. haha. I'm kinda curious though, how would I go about getting this into the game? I've found bits and pieces of info here and there, but nothing really solid for thick-headed people like myself.Z-Man wrote:That's actually quite nice.
Re: design competition - a new set of wheel/s
what programs do you use?
perhaps this helps:
http://trongame.de/forum/viewtopic.php? ... 9298#p9298
and if you use cinema 4d, sinewav helped me with this link:
http://www.remotion4d.net/downloads_d2.php
theory:
http://wiki.armagetronad.net/index.php? ... el_Formats
http://wiki.armagetronad.net/index.php?title=Moviepacks
http://wiki.armagetronad.net/index.php? ... g_the_game
perhaps this helps:
http://trongame.de/forum/viewtopic.php? ... 9298#p9298
and if you use cinema 4d, sinewav helped me with this link:
http://www.remotion4d.net/downloads_d2.php
theory:
http://wiki.armagetronad.net/index.php? ... el_Formats
http://wiki.armagetronad.net/index.php?title=Moviepacks
http://wiki.armagetronad.net/index.php? ... g_the_game
Re: design competition - a new set of wheel/s
I use 3D studio max for all my modelling. I know it's not the best there is, but it's what I feel comfortable with.